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"list" here does not refer to a "linked list". In more academic circles, a "list" referes to any linear container. Such as a Python List. In practice, C++ vtables are effectively structs containing function pointers.

Coding auto-complete?

In gamedev it takes 7-10 years before you can require a new tech without getting a major backlash. AMD came out with AVX2 support in 2015. And, the (vocal minority) petitions to get AVX2 requirements removed from major games and VR systems are only now starting to quiet down.

So, in order to make use of users new fancy hardware without abandoning other users old and busted hardware, you have to support multiple back-ends. Same as it ever was.

Actually, a lot easier than it ever was today. Doom 3 famously required Carmack to reimplement the rendering 6 times to get the same results out of 6 different styles of GPUs that were popular at the time.

ARB Basic Fallback (R100) Multi-pass Minimal effects, no specular.

NV10 GeForce 2 / 4 MX, 5 Passes, Used Register Combiners.

NV20 GeForce 3 / 4 Ti, 2–3 Passes, Vertex programs + Combiners.

R200 Radeon 8500–9200, 1 Pass, Used ATI_fragment_shader.

NV30 GeForce FX Series, 1 Pass, Precision optimizations (FP16).

ARB2 Radeon 9500+ / GF 6+, 1 Pass, Standard high-end GLSL-like assembly.

https://community.khronos.org/t/doom-3/37313


I highly recommend the Handmade Hero series to folks in his situation. Casey has put up an absurd amount of material for everyone for free.

https://www.youtube.com/playlist?list=PLnuhp3Xd9PYTt6svyQPyR...

https://guide.handmadehero.org/hmcon/

https://guide.handmadehero.org/

https://handmade.network/forums



The article mentions https://unsloth.ai/docs/basics/claude-codex

I'll add on https://unsloth.ai/docs/models/qwen3-coder-next

The full model is supposedly comparable to Sonnet 4.5 But, you can run the 4 bit quant on consumer hardware as long as your RAM + VRAM has room to hold 46GB. 8 bit needs 85.


The magic is that now you can modify the source code of the game and recompile that.

Folks have been optimizing SuperMario64 to run much faster on actual N64 hardware. And, there is a project that has ported it to run on the PlayStation 1. That’s much weaker hardware that has no hope of emulating the N64.


Hey! I can speak here.

Back in the day, I wrote a simulator for the PS2’s vector units because Sony did not furnish any debugger for them. A month after I got it working, a Sony 2nd party studio made their VU debugger available to everyone… Anyway…

The good news is that the VU processors are actually quite simple as far as processors go. Powerful. Complicated to use. But, not complicated to specify.

This is made much simpler by the fact that the only documentation Sony provided was written by the Japanese hardware engineers. It laid out the bit-by-bit details of the instruction set. And, the bitwise inputs, outputs, delays and side effects of each instruction.

No guidance on how to use it. But, awesome docs for writing a simulator (or recompiler).


Hi Summer. I'm afraid you aren't going to get much traction here with a page saying "Create an Account" and no other information. Folks are going to want a preview of what they are signing up for on the page. Descriptions, videos, sales pitch, etc.


What does "MESA drivers" refer to here? I'm guessing it's not GPU drivers from https://mesa3d.org/


No those don’t work in most cloud VMs but MESA provides llvmpipe/softpipe implementations for Vulkan, OpenGL, etc. They’re software renders so relatively slow but work in headless VMs like Claude Code for web environments.


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